Reason Growth

9 years ago by Sysp, for scrolls version: 1.2.0, with a Score of 10
This deck is outdated
Deck as image (WIP)
50
3 14 18 9 6 0 0 0 0
1 2 3 4 5 6 7 8 9
3 End of Reason x3
1 Ragged Wolf x3
2 Fjords of Vigor x2
2 Kinfolk Brave x3
2 Kinfolk Ranger x3
2 Nog x3
2 Sister of the Fox x3
3 Earthborn Keeper x3
3 Mangy Wolf x3
3 Noaidi x3
3 Sand Pact Memorial x2
3 Terrene Brute x3
3 Wildling x1
4 Earthen Mirth x3
4 Rat King x3
4 Wetland Ranger x3
5 Great Wolf x3
5 Kinfolk Veteran x3

Basically my  Orchard Growth deck with the Orchards taken out and combined with a very quirky board clear in  End of Reason. 

 

Never sac for Energy in this one (use the Noaidis and Sand Pacts when you need to cast EoR) and only use the End of Reasons when needed, either as a comeback or as a finisher to clear in front of the last idol on a stall board. Since your creatures are usually on 0 countdown, it will most often only clear their side - leaving you with attackers to take out the stragglers and idols.

 


2015-04-04:

 

Updated after Mystic nerf. Been playing this one again now, it feels as strong as ever in the current meta. Currently sitting at rank 2 with it (~1900 rating).

 

-3 Earthborn Mystic

+3 Kinfolk Ranger

 

Easy swap after Mystic nerf. I get the same stats (2/2/3) from Ranger for one less Growth. Mystic's ability was never that important, it was really the 4 Health that made it shine.

 

-1 Vaettr of the Wild

+1 Wildling

 

This one I'm more uncertain of but Vaettr hasn't really impressed me for the functions I wanted it to fill (curve smoother, counting down Brute, cheap bolstering of Keeper). I'll try a single Wildling in it's place instead for now.

 

2015-01-22:

 

+1 End of Reason (up to 3)

+1 Sand Pact Memorial (up to 2)

+1 Nog (up to 3)

-2 Kinfolk Ranger (down to 0)

-1 Vaettr of the Wild (down to 1)

 

Have now gone up to 3 End of Reasons and 5 enablers (3 Noaidi + 2 Sand Pacts). Find myself wishing to draw into either piece of the "combo" more often in a lot of matchups. Shifted one Kinfolk Ranger into a Nog to trigger Fangbear slightly less often.

 

Sysp
    • Moderator in-game

ebass01 - Actually, the matchup vs Aggrowth is quite strong, possibly one of the best. They often have to line up because of the pressure . When they do, EoR becomes very good. It is also a tool for catching up from a bad start in a matchup where it is traditionally very hard to come back.

Lemonboy - The damage is dealt in chunks of 2 so 3 rats would be 3x2, killing the full health Waking Stones. EoR is exceptional vs Waking Stones, Gallant Defender and Wings Shield since all of those units promote lining up, and then they all take 4 to 6 damage when you activate EoR.

Lemonboy

    I guess you have played EOR more than anyone else, so I thought I'd gonna ask here: How does it behave against Potion of Resistance or Waking Stones? It reads each unit sacrificed deals 2 damage, so would would 3 rats do 3 x 2 damage, killing a Waking Stone, or just 1 x 6?

    ebass01

      Innovative deck but it almost always loses to the Growth vs. Growth match up because Aggrowth is so strong right now. Still fun to play though :) , and peoples reaction to the EoR out of nowwhere is priceless.

      74% Creatures (37) 4% Structures (2) 16% Spells (8) 6% Enchantments (3)
      6% Energy (3) 94% Growth (47)